A monster on the verge of eating an adventurer.

From Searchers of the Unknown to Call to Adventure

by Ramanan Sivaranjan on September 18, 2013

Tagged: osr dnd

Just another attempt for a very minimalist D&D set of rules. Please playtest and critize. — snorri, Aug 23, 2009

Searchers of the Unknown is a role-playing game whose rules fit on a single piece of paper. I’m not really sure what the pedigree of such minimalist rule sets is, but Searchers of the Unknown probably wasn’t the first of this breed of game based on its tag line: “Another minimal way to play D&D”. That said, it seems to be the most popular. It has spawned its own sub-genre of “Searchers” minimal D&D games. The original announcement thread on ODD74 collects some of them, such as MUTANT SCAVENGERS of the RUINED EARTH, Witches of N’Kai, Re-Searchers of the Unknown, etc. What’s interesting is that the thread has chugged along for the last 4 years. Though most of the activity came in the months following the initial posting, every so often someone would jump in to share some new mini-D&D development. This week someone posted Call to Adventure, which looks to be another interesting take on a minimalist D&D game. If you find most versions of D&D too overwhelming, these minimal games might be your cup of tea.


Update 2013-09-19: Shortly after posting this I was tipped off to Lurkers of Carcosa, which are minimalist rules for play a game set in Carcosa. That Carcosa setting book basically suggests you throw away lots of the basic rules to D&D, so it lends itself well to this sort of minimalist game.

Review: Lamentations of the Flame Princess

by Ramanan Sivaranjan on September 10, 2013

Tagged: lotfp osr

With my review of the Rules and Magic hardcover, i’ve reviewed all the books in my giant shipment from Lamentations of the Flame Princess. I thought it would be handy to have a single place that collects them all together, so here they are once more:

Here are my old reviews from the order that got me into LotFP:

And all by itself, a review of Better Than Any Man.

Update 2013-12-27: I recently picked up Isle of the Unknown.

Review: LotFP Rules and Magic Hardcover

by Ramanan Sivaranjan on September 10, 2013

Tagged: jamesraggi lotfp osr

I do have two small complaints about the [LotFP Grindhouse] books as objects: the three books are quite nice, but I think they would have been nicer with thicker covers and softer paper; the title font, while appropriate for the contents of the book, is a bit hard read. It’s a very nice boxset, but after seeing Carcosa I can imagine a future edition of the rules that will truly be epic.

This was more or less the only complaint of note in my gushing review of the Lamentations of the Flame Princess: Weird Fantasy Role Playing (Grindhouse Edition) box set. James Raggi was clearly one move ahead as my boxed set arrived in the middle of an IndieGoGo campaign to produce the Rules and Magic book as a hardcover. I ended up backing the project despite having just bought that box set because I was really impressed with LotFP. I figured I could use another rule book. My new book arrived a couple weeks ago along with a ton of other LotFP books. Let me say this up front: the new Rules and Magic rule book from Lamentations of the Flame Princess is amazing.

As I mentioned in my review of the Grindhouse Boxed Set, LotFP builds on top of Basic / Expert D&D. It’s not quite a retroclone, but its also not a huge departure from the source meterial. Even if you aren’t interested in “Weird Fantasy Roleplaying Games” LotFP would make for a great ruleset to play D&D with. I am a fan of all the tweaks Raggi has made to the game.

This books contains all the rules you need to play a game of LotFP. The book is split into two parts, which you can probably guess from its title: rules and magic. Rules covers the rules for adventuring, of course. The magic portion of the book is the pretty extensive spell list for LotFP. The two halves of the book are about equal in length, about 70 pages each.

The rule changes make sense within the context of the sorts of adventures Raggi writes. Fighters are the only character class that improves at fighting. They, along with Dwarves and Elves, also have a few additional tweaks that make them more versatile when fighting. This helps better differentiate the Fighter from the Cleric, for example. In most LotFP adventures, fighting is probably not going to get you very far, so the fact other classes are going to have a hard time hitting things really won’t have much effect on the game. Raggi is trying to encourage a style of play that doesn’t lean to heavily on killing everything. The encumbrance rules in LotFP are much more straightforward, and the official character sheet makes tracking encumbrance very simple. In a game where you get most of your experience for treasure, tracking how much you can carry out of a dungeon becomes interesting and important. Do you weigh yourself down? Do you leave this treasure chest behind? These were the two biggest rule changes that first sprung to my mind, but there are lots of little changes like this throughout the book.

When I bought the Grindhouse boxed set I skimmed through the magic portion of the rules book, there was so much to read. This time I thought i’d read through it all to really see what was changed. Briefly: a fair bit. The changes to the spell lists in LotFP give the game much of its colour. They are doing a lot of the heavy lifting when it comes to making the game “weird”.

The spells available to Clerics have been changed quite a bit. Several spells typical to the Cleric in D&D end up being Magic-User spells in LotFP, like Hold-Person and Speak with Animals. Several spells were dropped from LotFP, like Sticks to Snakes and Raise Dead. The tweaks better cement the Clerics position in the world of LotFP as agents of Law, demon hunters, healers, etc.

Magic-Users in LotFP have a pretty huge list of spells available to them. (20 spells per level for the first 7 levels of spells, and then 10 for level 8 and 6 for level 9.) There are lots of small tweaks and changes to the flavour text that give most spells creepier overtones. Mirror Image pulls versions of the caster from alternate timelines that then distract opponents as per the original spell. Charm Person works as it does in Basic D&D, but the charmed creatures explicitly remember what they did while charmed when the spell ends. Animate Dead brings people back to life, but they have vague memories of their former life, which drives them mad and makes them destructive. Summon is a first level that lets the caster summon a demon. Failure to cast the spell can result in a TPK at the very least and wreck serious havoc on a campaign if dice rolls go the wrong way. Magic-Users and Elves are generally treated as “evil” when it comes to spells like Detect Evil, Protection from Evil, etc. They are Chaotic and this has some concrete effects on the game. This all works together to create a vision of magic that is decidedly less high-fantasy than your typical D&D.

There are several new pieces of art in this new book, and they are some of the best yet from LotFP. The two new colour Magic-User pieces are particularly good, and really stood out to me. One for its cosmic level of awesome, the other for its gleeful violence. Another piece I like is that of the infamous Alice from the Tutorial book armed with a blood soaked musket, herself drenched in blood. As with the latest LotFP releases, the graphic design and layout of the book is excellent: it is such a marked improvement over the older Grindhouse rulebook.

So yeah, I can think of no good reason not to own this book. As I said to start, the new Rules and Magic rule book from Lamentations of the Flame Princess is amazing.

Review: Tales of the Scarecrow

by Ramanan Sivaranjan on September 05, 2013

Tagged: jamesraggi lotfp osr

Tales of the Scarecrow by James Raggi is a little adventure module from Lamentations of the Flame Princess. Like the The Magnificent Joop van Ooms and Fuck For Satan it was produced as part limited edition print run. The adventure was published for sale at Dragonmeet 2012. I ended up with a copy because I backed the LotFP Hardcover and July Adventure crowd funding campaigns, and the books from those projects were running late. (So it was a, “I hope we can still be friends,” sort of thing.) I probably would have bought it regardless: it has a very cool cover.

The module, if you can call it that, is very short. It describes an adventuring location, a small farmhouse surrounded by a corn field. The set up is generic enough it would be easy to fit on most game maps. It would probably make a good entry on a random encounter table. There are a few NPCs, magic items, and a creepy new monster the players will have to deal with. That monster is the crux of this adventure.

The players will no doubt wander towards a farmhouse in search of treasure, traveling through the cornfield. It’s a trap, of course. A horrible creature lays under the house and field. It has some stats, but trying to fight the thing will probably be a giant suck. The players will likely find themselves trapped, alongside another adventurer whose friends are all dead. He has been in the farmhouse for days and has turned to cannibalism. (The corn is poisoned, as is the available water.) He has some treasure, and needs the players help to escape.

The Tales of the Scarecrow also includes a couple of interesting magic items. In true LotFP fashion they give as much as they take. There is a sword that appears to be quite handy in a fight until it starts hitting your friends as well. There is also a spell book full of such blasphemous magic the PCs will be hunted down once it is discovered they know about it, let alone have it in their possession. Finally there is the titular Tales of the Scarecrow. The book grants experience points to the player who writes up the best stats and powers of the scarecrow that sits out in the cornfield near the farmhouse. If the players make the creature too soft, they will lose out on a chance to win experience points. If they make it too hard they’ll have to deal with difficulty they create in the game. It’s a prisoners dilemma of sorts. James Raggi seems to enjoy including these sorts of “post-modern” magic items in his game.

The interior artwork (and layout) by Jez Gordon is really nice. The module is well written and clear. Sometimes Raggi can be a bit too wordy with his writing, but I don’t think that’s the case here. Each of the elements in this adventure could be taken apart and used individually. Tales of the Scarecrow is available for almost nothing as a PDF. I think it’s worth the price of admission.

Review: Fuck For Satan

by Ramanan Sivaranjan on August 31, 2013

Tagged: jamesraggi lotfp osr

The latest limited edition module from James Raggi is Fuck For Satan. You can pick up a hand numbered copy from his online store. I got the 35th copy, apparently. There are 666 in total, of course. The cover art is awesome. This adventure features missing children, a haunted hill, a cult, aliens, and some fucking. This thing has it all. If only it was good. This review is full of spoilers.

In Fuck For Satan the players are tasked with finding some missing children. This will lead them through a small, but tough, dungeon, one that will be a real slog to get through. There is a warning telling the players as much before they even go in, but who is going to heed that warning? There are no wandering monsters, so players will have all the time in the world to screw themselves. And they probably will.

The dungeon is quite linear. There are basically three spokes to explore. I can appreciate the reason for this: the dungeon is a big red-herring, the children aren’t there. If this dungeon was obnoxious to map and navigate players might spend far too long trying to look for that one spot they haven’t checked out yet. They might never clue in to the fact the children aren’t here.

A couple traps in this adventure trigger when the characters see them. As I mentioned in my review of the Monolith Beyond Space and Time, that’s kind of a boring way to trigger a trap. If you want something to happen all the time you should just say “this thing happens all the time no matter what the players do,” because most players aren’t walking through dungeons blind folded, led by charmed retainers or some such thing. Since players are looking for these children, and are likely to explore every nook and cranny of the dungeon, they are probably going to encounter both of these traps. One of these traps requires the players sacrifice someone to escape the dungeon. The other summons a monster that I am guessing is meant to poke fun at people who get worked up about objectionable content in books.

A portion of the dungeon is a sort of prison for creepy monsters and I thought that was done well. The whole double door “air lock” type passageways were neat. There are two monsters to fight, though this being an LotFP module you are best off avoiding both.

Fuck For Satan feels like it’s trying too hard. It’s supposed to be a funny fuck you to people who get worked up about the stuff James Raggi puts out. I mean, it’s called “Fuck for Satan”. There is a walking alien penis monster. There is a giant gay orgy. There is a monster that forces players to shit themselves, and then they have to fight their shit. The adventure feels like a parody of an LotFP adventure. I’d skip this module unless you are a collector of LotFP books. Compared to all the other recent releases from LotFP this one seems particularly weak.


Update 2013-10-28: This is an interesting little tidbit from James Raggi over on G+:

The Twinkly bit from Fuck For Satan, continues to get a lot of response, and I can only assume the occasional group of players sending me character sheets is indicative of the adventure being used for actual play.

Interesting how few of them are actually using LotFP stats. :D Lots of 3.x/Pathfinder, some DCC, and then a bunch that could be whatever old D&D.

Even though I feel the adventure is far more gag than functional, it is still being used in the wild. I’m curious to see how much, if at all, people tweak the adventure.

Review: Qelong

by Ramanan Sivaranjan on August 27, 2013

Tagged: kennethhite lotfp osr

Qelong is fantastic. The book describes a sandbox setting, a place to have a horrific wilderness adventure. This is the model to follow if you want to put out a setting book. Though only 48 pages long it provides more than enough information to run a campaign in the Qelong River Valley.

Qelong gets right to the point. First we are introduced to the place this adventure takes place, a devastated region that is the site of a war between two elder beings. There is one obvious adventure hook, a magic weapon cast off by one of these creatures is a much sought after treasure. A rumour table helps the DM introduce the rest of the world to the players and provides a quick glimpse to the DM of what Qelong is all about. From there we get detailed descriptions of the various terrain features found in the Qelong River Valley, along with some example encounters. Each terrain type also has it’s own random encounters table, a nice touch. Along with some new monsters this all works to help paint a picture of what this place is like, better than your typical travelog style settings book. In many ways this book is reminiscent of Carcosa in how it presents the game world, though unlike Carcosa the presentation is much less obtuse. The book concludes with a few named encounter sites. These are a bit more detailed, describing the bases of important factions or places of interest to the PCs. A DM would need to flesh these out more for his game.

The book is very well organized. This is one of the few campaign books I could imagine pulling out and using at the gaming table. It’s the antithesis of all those Dark Sun books I have. Most of those books are needlessly wordy to the point of being boring. They are often so detailed they are stifling. Qelong provides just enough information and no more.

The encounters, the monsters, the factions: it’s all good stuff. Kenneth Hite has done a great job bringing to life this creepy fantasy version of South-East Asia. Nothing feels boring or recycled. As written it seems like it’d be a very difficult place to adventure in. It’s a place ravaged by war. There are no friendly faces. Most everyone is disease ridden. The land itself is poisoned, and as characters adventure in Qelong they are going to get poisoned themselves. The rules for this are presented early in the book. They seem like they might be a bit too fiddly to track, but what do I know? They certainly would make adventuring in the region much more interesting.

The art in the book is by Rich Longmore, who did the art for Carcosa, and is some sort of god damn art superstar. I feel like the cover by Jason Rainville isn’t doing this book justice. I wish they used some of the bigger black white art by Longmore for the cover. There are some amazing pictures in this book. It also goes without saying that the production quality of the book is top notch, like all the recent Lamentation of the Flame Princess releases. This is a softcover A5 book sporting a great layout by Jez Gordan.

So, to reiterate: Qelong is fantastic. I hope it’s selling well amidst all the other stuff Lamentations of the Flame Princess have put out recently, because it’s probably the best wilderness adventure I’ve ever read. I’m actually curious to hear what modules people think are better, because this book sets the bar very damn high. Does it sound like i’m gushing? Well I am fucking gushing. This book is a must-buy.

Review: The God That Crawls

by Ramanan Sivaranjan on August 27, 2013

Tagged: jamesraggi lotfp osr

The God That Crawls was produced at the same time as The Monolith Beyond Space and Time, both products resulting from a crowd funding campaign run early last year. The God That Crawls is a much more traditional module. There a church. Underneath the church is a labyrinth full of treasure. Guarding that treasure is a monster: The God That Crawls. This being Lamentation of the Flame Princess, things aren’t so neat and tidy. The God That Crawls is one of the smartest takes on the dungeon crawl I’ve read in quite some time. This review is full of spoilers.

The module opens with some backstory about the church and the creature that lays trapped below it. Like most recent LotFP modules the adventure takes place in a fictional version of Earth. This module takes place in 15th Century England. Of course, you can drop that dressing easily enough. The players will probably end up in the catacombs below the church, because that’s what players are about.1 Once in the dungeon they’ll need to find a new way out because the way in will be barred to them. There is only one monster stalking the halls of the dungeon in The God That Crawls, and that would be the titular God That Crawls. The players will need to avoid the creature while trying to escape with as much treasure as they can carry.

The God That Crawls will be a challenge for any party of low level characters that attempt to fight it directly. Though easy enough to hit the monster has plenty of hit points and can regenerate a few hit points per turn. The creature moves quite slowly, so fleeing the beast when it is encountered is going to be the party’s best bet. So, for the module to be interesting and terrifying DMs will need to handle a couple things I suspect most everyone hates to deal with: time and encumbrance.

There are two ways suggested for tracking the monster in the dungeon: the first is simply to track exactly where the players and the monster are located; the second is to make random encounter checks each turn that change based on the parties actions. In each case, you need to be mindful of where the players managed to move in a turn at the very least. (I think it’s probably easier to track things exactly rather than run the God as a random encounter, since for that to be interesting you need to know roughly where the players are located anyway.) The module will be more fun if you are also tracking when torches are spent and rations are eaten. If players aren’t careful they can end up trapped underground without light or food. I haven’t played a game of D&D where the rations on my adventure sheet have mattered at all, or where I feared I’d run out of torches before the adventure was done.

LotFP has pretty great rules for tracking encumbrance. I’m not sure if most DMs playing LotFP games are better about keeping track of how much junk their players are carting around. In this module it seems particularly important to pay attention to how encumbered a player is. If the players are loaded down with treasure fleeing the God might prove too difficult. This is the first module i’ve read where the encumbrance rules are called out specifically as a way to ratchet up the tension. Players will need to decide if they want to lug around that extra treasure, or stay nimble so they can flee from the God when he jumps them.

One more thing that’s been on my mind with this module is using it as a board game without a board to teach people about dungeon crawls. In this game the goal of the DM is to kill all the players, while the players need to flee the dungeon with as much treasure as they can. (You could ignore all the atypical encounters that are mentioned in the book.) I think you could run the whole adventure only using a handful of rules from the LotFP game: basic combat, fleeing, pursuit, encumbrance, and movement. I’m sure you could generate similar style crypts randomly if you wanted to run the adventure again and again.

If I have one complaint about this module it would be its cover, which is really boring. And that’s really about it. This is genuinely great module. I read through the book and I instantly wanted to grab some people and play it: sadly my wife and toddler don’t play D&D.

  1. Well, most players. I have played the occasional game with people who don’t actually seem interested in doing any god damn adventuring. Why are you playing D&D? 

Review: The Monolith from Beyond Space and Time

by Ramanan Sivaranjan on August 22, 2013

Tagged: jamesraggi lotfp osr

I had placed a few orders and backed several Kickstarter campaigns from Lamentations of the Flame Princess over the last year, asking that everything ship together to save me some money. And so it came to pass that I ended up with a giant pile of books to read a few days ago. I thought i’d start with The Monolith from Beyond Space and Time, James Raggi’s ode to H.P. Lovecraft. There are no giant Cthulhu monsters, but there is a lot of existential woe. This review is full of spoilers.

The module is split into three parts: first we are told about the random encounters that occur in the valley that surrounds the Monolith; then we learn about the Monolith itself, the area immediately around it, and the monsters that guard it; finally we learn about the bizarre interior world of the Monolith. I’ve never read another module like this one. This is both a compliment and a complaint. The Monolith from Beyond Space and Time is an interesting read because it’s full of zany ideas and encounters. The problem is that a lot of these zany encounters are, in my estimation, straight up dick moves.

A lot of the encounters in this module feel like they are sprung on the players without giving them any recourse whatsoever, and no clue they’re about to get screwed. Simply looking at the Monolith is the trigger for one ill effect, and the only way to end the effect is to venture into Monolith to destroy it—which is a pain in the ass, trust me. The Guardian, an invisible monster located just outside the Monolith, is for all intents and purposes completely invincible, and the DM is instructed to make sure the players don’t realize this is the case so they may waste their time fighting the thing. A portion of the adventure written by Kenneth Hite called “The Owl Service” is probably the worst offender when it comes to all of this stuff. It is a random encounter in the valley that surrounds the Monolith in which players stumble on some owls, have to hang around them till they are sufficiently creeped out, and then their characters are haunted by owls till they die. Yeah. For a challenge to be interesting in a game of D&D there needs to be some way for the players to circumvent or overcome it. A pit trap you always fall into no matter what is boring.

The Monolith is all risk, no reward. As a player, if I wandered all the way to the Monolith, explored it’s creepy-ass interior, and then escaped broken and maimed, i’d probably be a bit annoyed that I wasn’t coming home with buckets of money. The only treasure of note in the adventure is a magic-user’s head—and you need to eat it to reap its rewards.

Placing the Monolith in a sandbox game with a warning to never go there still might be interesting. You could have NPCs who have visited the Monolith, now afflicted by its curse, wandering the countryside leaving trails of dead bodies in their wake. It could be a source for all sorts of crazy out of context monsters and super villains. The players may feel compelled to sacrifice their characters to destroy the Monolith and put a stop to all this evil, which sounds like it’d make for a good story and a fine way to cap off a campaign.1

You can tweak the adventure to make it more fair. You could provide more clues about what’s going on. You could drop some of the encounters that don’t really belong in a game that is supposed to be fun. The thing is, at what point would the adventure cease to be scary? How do you fill your players with a sense of existential dread if they can overcome all obstacles presented through smart play? It seems like a true horror game is at odds with one of the most important parts of a good D&D game: letting the players make meaningful choices.

So, here’s the rub: I liked this module. Crazy, right? You’re probably wondering why you wasted your time reading everything I wrote above. That terrible owl encounter I mentioned previously is really well written. The whole module is. The art is fantastic and totally unlike anything else i’ve seen in an RPG book. I read this module a couple days ago and it’s really stuck with me. This is a terrible adventure to spring on your players, but i’m not sure the adventure itself is terrible. Confused? You should read The Monolith from Beyond Space and Time.

“Solutions? Explanations? The Monolith owes you none.”

  1. So minutes after I posted this Zak from D&D with Pornstars suggested another way to use this module that would work quite well: “Like Tomb of Horrors, it could be considered a ‘go in, get killed, make a new PC, act with metagame knowledge, do it right this time’ situation.” To take this idea a little further, you could have characters killed during the course of the adventure simply wake up again somewhere in the valley. This would keep with the spirit of the module and makes a lot of the screw-you traps seem less harsh. 

Review: Seclusium of Orphone of the Three Visions

by Ramanan Sivaranjan on August 08, 2013

Tagged: osr lotfp kickstarter vincentbaker jackvance

I am currently reading Seclusium of Orphone of the Three Visions by Vincent Baker. It’s the first of the LotFP adventure modules I helped fund last summer to ship. Between then and now the book somehow ballooned from a 32 page adventure to this 100-something page splat book about wizard’s lairs.

The book is full of tables upon tables to help you come up with your own wizard’s seclusium.1 The book opens with some discussion on magic and seclusiums. Baker than details three particular seclusiums, the titular Seclusium of Orphone of the Three Visions being the most fleshed out of the three. These three example seclusiums show the reader how to go about using the tables presented in the last part of the book to create a seclusium of their own from scratch. The evocative is mixed with the mundane to help you come up with a cool adventuring location. It is all very Jack Vance.

There is D&D the the role-playing game, and then there are all the meta-games that surround that game. For some players trying to min-max the ultimate character is more fun than actually using that character in a game of D&D. For others drawing and stocking a dungeon is all they want to do. In some ways making a seclusium is its own mini-game: you roll some dice and see how it evolves, imagining its backstory. In this way The Seclusium of Orphone of the Three Visions reminds me a little bit of How to Host a Dungeon. Though the later is clearly presented as a game in its own right, I think it’s particularly appealing to those who enjoy imagining what’s going on in the dungeon they are growing. Similarly one could take The Seclusium of Orphone of the Three Visions and add more elements to make it more of a game in and of itself.

To be honest, I wasn’t particularly interested in the book when I first heard about it. There were other adventures I had hoped would fund. The reviews for this book have been a little bit mixed2, but I quite like it. I own nothing else like it. I’m really glad it funded after all.


Update 2013-08-21: Alex Schroeder has posted a great follow-up to his earlier review on his blog. His opinions of the book now more closely mirror Zak’s.

Update 2013-08-23: I got the actual book a couple days ago, and it is so damn nice in real life.

  1. A seclusion being, “a place to which a wizard withdraws from the world to pursue mastery,” of course. 

  2. Wayne Rossi really didn’t like it. He felt it could have been put together much better. Zak Smith seems to have enjoyed it for the most part, but finds it lacking in how it presents and uses random tables. Alex Schroeder seems to share my generally positive opinion of the book. Finally we have this review by Patrick Stuart in the style of the book itself. 10’ Pole reviewed the book: they are not a fan. At all. 

Review: Better Than Any Man

by Ramanan Sivaranjan on July 23, 2013

Tagged: kickstarter lotfp osr freerpgday

Better Than Any Man

Lamentations of the Flame Princess ran a Kickstarter campaign several months ago in order to get a new adventure printed and included as part of Free RPG Day. Their goal was to get a minimum order of the adventure printed so they could participate in Free RPG Day, with stretch goals letting them make bigger and bigger print runs. They ended up hitting their big goal of being a Platinum Sponsor of the event, alongside Frog God Games and Paizo. This Kickstarter was interesting because getting the actual printed adventure wasn’t one of the rewards. The logistics of printing and shipping the module to Kickstarter backers as well as the people running Free RPG Day was too costly. Instead rewards were PDFs or print copies of four new modules from LotFP.1

My first stop on Free RPG Day was The Silver Snail, a comic book shop here in Toronto. They were running some Pathfinder games for Free RPG Day that had already started when I arrived, and simply giving away random bags of RPG stuff to customers who asked about the event. I ended up getting a copy of Better Than Any Man this way.

Better Than Any Man is a mammoth module. It’s more or less a mini-sandbox campaign. It’s bigger than almost everything else LotFP have put out thus far. There are several adventure sites for the PCs to investigate, several towns to explore, and an invading army to deal with—or not. The over-arching ‘hook’ is that a group of women sorceresses calling themselves the Seven have taken over the town of Karlstadt. Of these women, the one who calls herself the Mother has more sinister goals than the rest. She is hoping to revive the Insect God, and is using the current chaos to mask her true intentions. The module describes the town of Karlstadt in detail, has a pretty fantastic (and inspiring!) countryside encounters table, and several adventuring sites related to the Insect God cult, which all lie beneath a place called Goblin Hill. The two main places to explore are an ancient shrine to the Insect God and the headquarters of the cult. There are three additional locales discussed in the book: an abandoned farmhouse now home to bandits; an ancient mound now home to a creepy magic-user; and a magical tower with an infinite number of levels. There is a ton of stuff to play with in this module.

Better Than Any Man was meant to showcase what LotFP is all about, and here it clearly a success. The book features everything you’d expect to find in an LotFP product: sex and violence, cannibalism, some dudes dong, magic items no one will want to use, monsters you probably shouldn’t fight, etc, etc. It also highlights the more recent changes to the line: the implied setting for the module is a bizarro version of Europe, circa 1631; demi-humans and humanoid monsters aren’t to be found, though their former existence is implied; there are some brief rules on guns. The book is a great example of what your typical LotFP module is all about.

If you missed Free RPG Day Better Than Any Man is now available as a PDF. The PDF version of the module is in many ways nicer than the print version: it’s less dense, with large chunks of the book being set in a bigger font and in a single column; there is a pretty extensive appendix at the back that collects a lot of useful information from the module; and it’s full of hyperlinks that let you jump between sections. There is really no good reason not to get this book.

  1. This isn’t uncommon if you look at Kickstarter projects outside of the Games and Tech sections, where the thing you are funding might not be something that will be mass produced upon completion of the project. This project felt more in line with art or film projects where you are funding a common good. Later on in the project James Raggi decided to do a second print run in Finland that he would ship to backers if they were interested in buying the module.